Author: sveinung
Date: Sat May  6 23:04:16 2017
New Revision: 35437

URL: http://svn.gna.org/viewcvs/freeciv?rev=35437&view=rev
Log:
civ2civ3: base defense against all unit classes.

Make units inside bases less vulnerable against one type of attack,
especially at the final stages of the game, by giving fortresses a 50%
defense bonus against air unit and by giving Airbase a 50% defense bonus
against land and sea units.

Increase the vision radius inside airbases to the same value as fortresses
with astronomy.

Patch by David Fernandez <bardo>

See gna patch #8123

Modified:
    branches/S2_6/data/civ2civ3/README.civ2civ3
    branches/S2_6/data/civ2civ3/effects.ruleset
    branches/S2_6/data/civ2civ3/terrain.ruleset
    branches/S2_6/data/sandbox/effects.ruleset
    branches/S2_6/data/sandbox/terrain.ruleset

Modified: branches/S2_6/data/civ2civ3/README.civ2civ3
URL: 
http://svn.gna.org/viewcvs/freeciv/branches/S2_6/data/civ2civ3/README.civ2civ3?rev=35437&r1=35436&r2=35437&view=diff
==============================================================================
--- branches/S2_6/data/civ2civ3/README.civ2civ3 (original)
+++ branches/S2_6/data/civ2civ3/README.civ2civ3 Sat May  6 23:04:16 2017
@@ -268,40 +268,24 @@
 
 RIVER                    +25%     +50%
 
-FORTIFIED                +50%     (=)
-(only Land and Big Land units can fortify; inside cities, they are
-always considered fortified)
-
 VETERAN
 Veteran                  +50%     (=)
 Hardened                 +75%     (=)
 Elite                    +100%    (=)
 
-BASE
-Fort     (vs Land/Sea)   +50%
-Fortress (vs Land/Sea)   +100%    (=)
-Airstrip (vs Air)        +50%
-Airbase  (vs Air)        +100%    +0%
-
-- Every City of any size receives an inherent Defend_Bonus = +50%
-  against all kinds of land units.
-
-- Every City with Pop>8 receives an additional free Defend_Bonus = +50%
-  against both land and sea units.
-
-- Walls effect reduced from 200% to 100%, and cost reduced from 60
-  to 30.
-
-- Great Wall gives additional Defend_Bonus = +50% against Land units,
-  and prevents population loss in any city when a defending unit loses.
-
-The total city defense is similar to classic ruleset, but here cities
-receive some wall bonus for free, and large cities receive an extra
-bonus, as in civ3:
+FORTIFIED                +50%     (=)
+(only Land and Big Land units can fortify; inside cities, they are
+always considered fortified)
+
+BASE             VS LAND  VS SEA   VS AIR   VS MISSILE
+Fort             +50%     +50%     +0%      +0%
+Fortress         +100%    +100%    +50%     +50%
+Airstrip         +0%      +0%      +50%     +50%
+Airbase          +50%     +50%     +100%    +100%
 
 CITY             VS LAND  VS SEA   VS AIR   VS MISSILE
-Town (Pop<=8)    +50%(+)  +0%(=)   +0%(=)   +0%(=)
-City (Pop>8)     +100%(+) +50%(+)  +0%(=)   +0%(=)
+Town (Pop<=8)    +50%     +0%      +0%      +0%
+City (Pop>8)     +100%    +50%     +0%      +0%
 
 Buildings each add:
 Walls            +100%    +0%      +0%      +0%
@@ -309,6 +293,18 @@
 Coastal Defense  +0%      +100%    +0%      +0%
 SAM Battery      +0%      +0%      +100%    +0%
 SDI Defense      +0%      +0%      +0%      +100%
+
+- Every City of any size receives an inherent Defend_Bonus = +50%
+  against all kinds of land units.
+
+- Every City with Pop>8 receives an additional free Defend_Bonus = +50%
+  against both land and sea units.
+
+- Walls effect reduced from 200% to 100%, and cost reduced from 60
+  to 30.
+
+- Great Wall gives additional Defend_Bonus = +50% against Land units,
+  and prevents population loss in any city when a defending unit loses.
 
 Total Defense = (UNIT DEFENSE) * (100+TERRAIN)/100 * (100+RIVER)/100
  * (100+CITY+BASE)/100 * (100+FORTIFIED)/100 * (100+VETERAN)/100
@@ -890,8 +886,10 @@
 - Reduced by one the gold upkeep of Aqueduct, Bank, Stock Exchange, Port
   Facility and SDI Defense.
 - Added Fort and Airstrip bases, required before you can build Fortress
-  or Airbase, respectively. The bases no longer protect full stacks from
-  being killed when one unit is defeated.
+  or Airbase, respectively. Fortresses give more protection against land
+  and sea units, while airbases are better against air units and missiles.
+- The bases no longer protect full stacks from being killed when one unit
+  is defeated, and do not affect the national borders.
 - Introduced Maglev, available with Superconductors, that allows
   unlimited movement for Land units (except Big Land and Merchant
   classes).
@@ -950,10 +948,6 @@
   advantage of terrain defense bonuses. Wheeled units can move to
   fortress even if not roaded. Fixed bug that kept them from entering
   Glacier tiles.
-- Fortresses do not affect national borders, and do not protect against
-  Air units nor Missiles (they do protect against Land and Sea units,
-  included those with CityBuster). Airbases do protect against Air units
-  (+100% defend bonus).
 - Rebalanced ancient units. Reduced defense of Archers to 1 and cost to
   20 (no IgZoc). Reduced cost of Legion to 30. Increased attack of
   Chariot to 4, attack of Elephant to 3, and defense of Knights to 3.

Modified: branches/S2_6/data/civ2civ3/effects.ruleset
URL: 
http://svn.gna.org/viewcvs/freeciv/branches/S2_6/data/civ2civ3/effects.ruleset?rev=35437&r1=35436&r2=35437&view=diff
==============================================================================
--- branches/S2_6/data/civ2civ3/effects.ruleset (original)
+++ branches/S2_6/data/civ2civ3/effects.ruleset Sat May  6 23:04:16 2017
@@ -253,6 +253,14 @@
       "Tech", "Astronomy", "Player"
     }
 
+[effect_airbase_vision]
+type    = "Unit_Vision_Radius_Sq"
+value   = 8
+reqs    =
+    { "type", "name", "range"
+      "Extra", "Airbase", "Local"
+    }
+
 ; Fortress HP regen (Every Land units)
 [effect_fortress_hp_regen]
 type    = "HP_Regen"
@@ -296,15 +304,6 @@
 reqs    =
     { "type", "name", "range", "present"
       "Extra", "Fortress", "Local", TRUE
-;      "UnitClass", "Land", "Local", FALSE
-;      "UnitClass", "Small Land", "Local", FALSE
-;      "UnitClass", "Big Land", "Local", FALSE
-;      "UnitClass", "Merchant", "Local", FALSE
-;      "UnitClass", "Sea", "Local", FALSE
-;      "UnitClass", "Trireme", "Local", FALSE
-      "UnitClass", "Helicopter", "Local", FALSE
-      "UnitClass", "Air", "Local", FALSE
-      "UnitClass", "Missile", "Local", FALSE
     }
 
 ; Airstrip HP regen (Every Air unit)
@@ -370,15 +369,6 @@
 reqs    =
     { "type", "name", "range", "present"
       "Extra", "Airbase", "Local", TRUE
-      "UnitClass", "Land", "Local", FALSE
-      "UnitClass", "Small Land", "Local", FALSE
-      "UnitClass", "Big Land", "Local", FALSE
-      "UnitClass", "Merchant", "Local", FALSE
-      "UnitClass", "Sea", "Local", FALSE
-      "UnitClass", "Trireme", "Local", FALSE
-;      "UnitClass", "Helicopter", "Local", FALSE
-;      "UnitClass", "Air", "Local", FALSE
-;      "UnitClass", "Missile", "Local", FALSE
     }
 
 [effect_trade_routes]

Modified: branches/S2_6/data/civ2civ3/terrain.ruleset
URL: 
http://svn.gna.org/viewcvs/freeciv/branches/S2_6/data/civ2civ3/terrain.ruleset?rev=35437&r1=35436&r2=35437&view=diff
==============================================================================
--- branches/S2_6/data/civ2civ3/terrain.ruleset (original)
+++ branches/S2_6/data/civ2civ3/terrain.ruleset Sat May  6 23:04:16 2017
@@ -1359,12 +1359,14 @@
 helptext       = _("\
 Fortresses are more permanent forts; construction on them can only begin \
 once the underlying fort is complete; and cannot be built on River tiles.\
-"), _("\
-Compared to a fort, units in a fortress receive extra defense against \
-land units and boats (in total, their defense is doubled), must be \
-defeated one at a time, and do not count as aggressive if near a friendly \
-city. Any kind of land unit remaining in a fortress for a whole turn \
-without moving recovers a quarter of its hit points.\
+"),
+; /* xgettext:no-c-format */
+_("\
+Compared to a fort, units in a fortress receive extra defense (+50%) \
+against all units (in total, their defense against land units and boats \
+is doubled), and do not count as aggressive if near a friendly city. \
+Any kind of land unit remaining in a fortress for a whole turn without \
+moving recovers a quarter of its hit points.\
 "), _("\
 With Astronomy, fortresses gain watchtowers from which units can see \
 further afield.\
@@ -1440,12 +1442,14 @@
 Airbases are more permanent airstrips; construction on them can only \
 begin once the underlying airstrip is complete; and cannot be built on \
 River tiles.\
-"), _("\
-Compared to an airstrip, units in an airbase receive extra defense \
-against enemy air units (in total, their defense is doubled), must be \
-defeated one at a time, and do not count as aggressive if near a \
-friendly city. Also, air units recover more hit points (a third \
-per turn, the same as in a city without an Airport).\
+"),
+; /* xgettext:no-c-format */
+_("\
+Compared to an airstrip, units in an airbase receive extra defense (+50%) \
+against all units (in total, their defense against air units and missiles \
+is doubled), and do not count as aggressive if near a friendly city. \
+Also, air units recover more hit points (a third per turn, the same as in a \
+city without an Airport).\
 ")
 
 [extra_buoy]

Modified: branches/S2_6/data/sandbox/effects.ruleset
URL: 
http://svn.gna.org/viewcvs/freeciv/branches/S2_6/data/sandbox/effects.ruleset?rev=35437&r1=35436&r2=35437&view=diff
==============================================================================
--- branches/S2_6/data/sandbox/effects.ruleset  (original)
+++ branches/S2_6/data/sandbox/effects.ruleset  Sat May  6 23:04:16 2017
@@ -253,6 +253,14 @@
       "Tech", "Astronomy", "Player"
     }
 
+[effect_airbase_vision]
+type    = "Unit_Vision_Radius_Sq"
+value   = 8
+reqs    =
+    { "type", "name", "range"
+      "Extra", "Airbase", "Local"
+    }
+
 ; Fortress HP regen (Every Land units)
 [effect_fortress_hp_regen]
 type    = "HP_Regen"
@@ -296,15 +304,6 @@
 reqs    =
     { "type", "name", "range", "present"
       "Extra", "Fortress", "Local", TRUE
-;      "UnitClass", "Land", "Local", FALSE
-;      "UnitClass", "Small Land", "Local", FALSE
-;      "UnitClass", "Big Land", "Local", FALSE
-;      "UnitClass", "Merchant", "Local", FALSE
-;      "UnitClass", "Sea", "Local", FALSE
-;      "UnitClass", "Trireme", "Local", FALSE
-      "UnitClass", "Helicopter", "Local", FALSE
-      "UnitClass", "Air", "Local", FALSE
-      "UnitClass", "Missile", "Local", FALSE
     }
 
 ; Airstrip HP regen (Every Air unit)
@@ -370,15 +369,6 @@
 reqs    =
     { "type", "name", "range", "present"
       "Extra", "Airbase", "Local", TRUE
-      "UnitClass", "Land", "Local", FALSE
-      "UnitClass", "Small Land", "Local", FALSE
-      "UnitClass", "Big Land", "Local", FALSE
-      "UnitClass", "Merchant", "Local", FALSE
-      "UnitClass", "Sea", "Local", FALSE
-      "UnitClass", "Trireme", "Local", FALSE
-;      "UnitClass", "Helicopter", "Local", FALSE
-;      "UnitClass", "Air", "Local", FALSE
-;      "UnitClass", "Missile", "Local", FALSE
     }
 
 [effect_trade_routes]

Modified: branches/S2_6/data/sandbox/terrain.ruleset
URL: 
http://svn.gna.org/viewcvs/freeciv/branches/S2_6/data/sandbox/terrain.ruleset?rev=35437&r1=35436&r2=35437&view=diff
==============================================================================
--- branches/S2_6/data/sandbox/terrain.ruleset  (original)
+++ branches/S2_6/data/sandbox/terrain.ruleset  Sat May  6 23:04:16 2017
@@ -1359,12 +1359,14 @@
 helptext       = _("\
 Fortresses are more permanent forts; construction on them can only begin \
 once the underlying fort is complete; and cannot be built on River tiles.\
-"), _("\
-Compared to a fort, units in a fortress receive extra defense against \
-land units and boats (in total, their defense is doubled), must be \
-defeated one at a time, and do not count as aggressive if near a friendly \
-city. Any kind of land unit remaining in a fortress for a whole turn \
-without moving recovers a quarter of its hit points.\
+"),
+; /* xgettext:no-c-format */
+_("\
+Compared to a fort, units in a fortress receive extra defense (+50%) \
+against all units (in total, their defense against land units and boats \
+is doubled), and do not count as aggressive if near a friendly city. \
+Any kind of land unit remaining in a fortress for a whole turn without \
+moving recovers a quarter of its hit points.\
 "), _("\
 With Astronomy, fortresses gain watchtowers from which units can see \
 further afield.\
@@ -1440,12 +1442,14 @@
 Airbases are more permanent airstrips; construction on them can only \
 begin once the underlying airstrip is complete; and cannot be built on \
 River tiles.\
-"), _("\
-Compared to an airstrip, units in an airbase receive extra defense \
-against enemy air units (in total, their defense is doubled), must be \
-defeated one at a time, and do not count as aggressive if near a \
-friendly city. Also, air units recover more hit points (a third \
-per turn, the same as in a city without an Airport).\
+"),
+; /* xgettext:no-c-format */
+_("\
+Compared to an airstrip, units in an airbase receive extra defense (+50%) \
+against all units (in total, their defense against air units and missiles \
+is doubled), and do not count as aggressive if near a friendly city. \
+Also, air units recover more hit points (a third per turn, the same as in a \
+city without an Airport).\
 ")
 
 [extra_buoy]


_______________________________________________
Freeciv-commits mailing list
Freeciv-commits@gna.org
https://mail.gna.org/listinfo/freeciv-commits

Reply via email to